Give me that! by Kaijuu

[raw]
made by Kaijuu for LD32 (JAM)
Use WASD or arrows to move, to attack, to grab

Grab enemy's parts and attack with them. Save good robots to heal. Kill the Infected Dragon

Ratings

Coolness 81% 2
Overall(Jam) 3.37 386
Audio(Jam) 3.26 293
Fun(Jam) 3.14 464
Graphics(Jam) 4.33 75
Humor(Jam) 2.63 622
Innovation(Jam) 3.07 530
Mood(Jam) 3.41 274
Theme(Jam) 3.43 462

Feedback

Hyoga-3D
21. Apr 2015 · 02:27 UTC
the gameplay could be improved, but ohh man, the graphics are \o/
theStartlestare
21. Apr 2015 · 08:14 UTC
Realy liked the artstyle, and attacking one of the smale ones with one of his own looks awsome.
Docjekyll
21. Apr 2015 · 08:14 UTC
Very pretty and nice varied enemy types.
Jv the Wanderer
21. Apr 2015 · 08:16 UTC
I like the grahpics.
Wayward
21. Apr 2015 · 09:08 UTC
Nice idea to grab the enemys to gain their power, but it's a bit confusing on when and how you can make the enemys grabbale. i jsut mashed j and pressed k when something grew red.
dyfer
21. Apr 2015 · 09:15 UTC
WOW controls are a bit poor but you definitely created an atmosphere in that game. Designs and environments animations are awesome.
chipcaramel
21. Apr 2015 · 12:06 UTC
Fantastic play. The art seriously deserves a 10 out of 5.
Anikki
21. Apr 2015 · 14:01 UTC
Nice graphics.
rantt
21. Apr 2015 · 14:13 UTC
Cool concept using the enemies as the weapon, really like the art style and music too. Fun game, nicely done :)
TeamCalcium
21. Apr 2015 · 14:17 UTC
Cool Gameplay, nice Graphics!
carrymove
21. Apr 2015 · 16:48 UTC
pretty cool graphics, i like it.
hello from omsk ludum dare!
randoman
24. Apr 2015 · 21:54 UTC
The art of this game is great! Gameplay is nice but could be more polished. Good entry overall
Geckoo1337
29. Apr 2015 · 21:53 UTC
The aesthetic is really amazing. I liked it, but the controls and mechanics can be improved. Well done ++
Andy Gainey
30. Apr 2015 · 21:49 UTC
Controls were a little too laggy to be comfortable, especially the attack control, but the jump to some extent.

I wasn't able at first to recognize the friendly zombots from the enemies, but eventually got over my button-mashing phase. The vulnerable enemies with the red glow was even harder to recognize, even when I knew to look for it, because it was very similar to the purple, and was often gone due to my button-mashing before I noticed it. Maybe that's just due to my poor gameplay style, but a subtle sound effect might have helped to indicate that something had changed with an enemy's state.

I was definitely happy to get health from the rescued friendlies, though I wish the health would just come straight to me from the left side of the screen. Having to turn back and pick up the health felt like an unnecessary nuisance. And the fact that my health bar was more of a damage bar, filling up as I got closer to infection, was briefly confusing. I suppose it wasn't bad per se, but I'm cautious about going against UI conventions without a very compelling reason.
frogcheese
01. May 2015 · 07:19 UTC
Really good idea with some really sweet graphics. The controls and hitboxes could use some improvement. With more polish this could become a really cool game!